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Masa

y u try to glitch ?

Question

Everytime when i open safe i got this text "y u try to glitch" and safe inventory seems to be empty

Edit: it did stop saying that after closing doors next to me

Edited by Masa

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Workaround: Do not have any locked vehicles or locked safes within 10m of you when trying to open another object's inventory

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This 'feature' if it is one, is pretty dumb in my opinion especially with that stupid drum beat noise :D

I get it everytime I access a wooden crate or safe but not when I access a tent...

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Anti-dupe feature no doubt

I have the same same problem. Happens when accessing crates on the second floor. Crates on the first floor work fine. It happens also when I place a new crate at a similar place and on cars which are parked in the base (one can only access the inventory from the inside).

Saying it's anti-dupe doesn't help me much because I do not know how to dupe and thus what it is that I am doing wrong.

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tigger6 is correct

 

move safe/vehicles away from each other = fixed

 

a pain..BUT better than like in previous versions where you safe would be locked...but empty...  ;)

 

:)

 

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Everyone who has this issue should vote up on the first comment.  Some of my players are experiencing it too and it seems like a bug with the anti-hack built into the engine.

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Workaround: Do not have any locked vehicles or locked safes within 10m of you when trying to open another object's inventory



In code that was not 10 meter but 3

That look all item near player (< 3 distance) and if item return var exilelocked "true" that will do the sound :o

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In code that was not 10 meter but 3

That look all item near player (< 3 distance) and if item return var exilelocked "true" that will do the sound :o

Yes, but when it comes to instructing players, I like to add a good buffer. Call it a safety margin. :P

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Come from: exile_client\code\ExileClient_gui_inventory_event_onLoad.sqf

 

	if (_bypassDetected) then 
	{
		systemChat "Y u try to glitch?";
		playSound "BaDumTss"; 



With

 

    _safes = player nearObjects ["Exile_Container_Safe", 3];
    {
        if (_x getVariable ["ExileIsLocked", 1] isEqualTo -1) exitWith
        {
            _bypassDetected = true;
        };
    }
    forEach _safes;
    if !(_bypassDetected) then 
    {
        _vehicles = player nearObjects ["AllVehicles", 5];
        {
            if ((locked _x) isEqualTo 2) exitWith
            {
                _bypassDetected = true;
            };
        }
        forEach _vehicles;
    };



You can easly adjust it yourseft then overrides the exileclient file :)

Edited by nark0t1k
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